diff options
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Dome.cpp | 4 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_KetsjiEngine.h | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_PythonInit.cpp | 12 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_Scene.cpp | 6 |
6 files changed, 14 insertions, 14 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 28e7f221ce4..46753dcaffe 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -543,7 +543,7 @@ bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *fro CcdShapeConstructionInfo *shapeInfo; /* if this is the child of a compound shape this can happen - * dont support compound shapes for now */ + * don't support compound shapes for now */ if(spc==NULL) return false; diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp index 6e989dd4d7d..4d022b97ba6 100644 --- a/source/gameengine/Ketsji/KX_Dome.cpp +++ b/source/gameengine/Ketsji/KX_Dome.cpp @@ -229,7 +229,7 @@ void KX_Dome::CalculateImageSize(void) { /* * - determine the minimum buffer size - * - reduce the buffer for better performace + * - reduce the buffer for better performance * - create a power of 2 texture bigger than the buffer */ canvaswidth = m_canvas->GetWidth(); @@ -734,7 +734,7 @@ void KX_Dome::CreateMeshDome250(void) * verts_height is the exactly needed height of the cube faces (not always 1.0). * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube. * Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used. - * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry). + * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tessellated geometry). * * So I came out with this formula: * verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0); diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 43cd16340d0..1bc60ebd337 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -1788,7 +1788,7 @@ static int Map_SetItem(PyObject *self_v, PyObject *key, PyObject *val) int set= 0; /* as CValue */ - if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* dont allow GameObjects for eg to be assigned to CValue props */ + if(attr_str && PyObject_TypeCheck(val, &PyObjectPlus::Type)==0) /* don't allow GameObjects for eg to be assigned to CValue props */ { CValue* vallie = self->ConvertPythonToValue(val, ""); /* error unused */ diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h index b37ebd250a5..0a50ab0a43a 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.h +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h @@ -79,7 +79,7 @@ private: class KX_ISceneConverter* m_sceneconverter; class NG_NetworkDeviceInterface* m_networkdevice; #ifdef WITH_PYTHON - /* borrowed from sys.modules["__main__"], dont manage ref's */ + /* borrowed from sys.modules["__main__"], don't manage ref's */ PyObject* m_pythondictionary; #endif class SCA_IInputDevice* m_keyboarddevice; diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index 82016e2fff3..b804bacf79e 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -1757,7 +1757,7 @@ static void initPySysObjects__append(PyObject *sys_path, const char *filename) BLI_split_dir_part(filename, expanded, sizeof(expanded)); /* get the dir part of filename only */ BLI_path_abs(expanded, gp_GamePythonPath); /* filename from lib->filename is (always?) absolute, so this may not be needed but it wont hurt */ - BLI_cleanup_file(gp_GamePythonPath, expanded); /* Dont use BLI_cleanup_dir because it adds a slash - BREAKS WIN32 ONLY */ + BLI_cleanup_file(gp_GamePythonPath, expanded); /* Don't use BLI_cleanup_dir because it adds a slash - BREAKS WIN32 ONLY */ item= PyUnicode_DecodeFSDefault(expanded); // printf("SysPath - '%s', '%s', '%s'\n", expanded, filename, gp_GamePythonPath); @@ -1831,7 +1831,7 @@ static struct _inittab bge_internal_modules[]= { }; /** - * Python is not initialised. + * Python is not initialized. * see bpy_interface.c's BPY_python_start() which shares the same functionality in blender. */ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecurityLevel level, Main *maggie, int argc, char** argv) @@ -1859,7 +1859,7 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur Py_Initialize(); - if(argv && first_time) { /* browser plugins dont currently set this */ + if(argv && first_time) { /* browser plugins don't currently set this */ // Until python support ascii again, we use our own. // PySys_SetArgv(argc, argv); int i; @@ -1874,14 +1874,14 @@ PyObject* initGamePlayerPythonScripting(const STR_String& progname, TPythonSecur bpy_import_init(PyEval_GetBuiltins()); - /* mathutils types are used by the BGE even if we dont import them */ + /* mathutils types are used by the BGE even if we don't import them */ { PyObject *mod= PyImport_ImportModuleLevel((char *)"mathutils", NULL, NULL, NULL, 0); Py_DECREF(mod); } #ifdef WITH_AUDASPACE - /* accessing a SoundActuator's sound results in a crash if aud is not initialised... */ + /* accessing a SoundActuator's sound results in a crash if aud is not initialized... */ { PyObject *mod= PyImport_ImportModuleLevel((char *)"aud", NULL, NULL, NULL, 0); Py_DECREF(mod); @@ -1933,7 +1933,7 @@ PyObject* initGamePythonScripting(const STR_String& progname, TPythonSecurityLev Py_FrozenFlag=1; #ifdef WITH_AUDASPACE - /* accessing a SoundActuator's sound results in a crash if aud is not initialised... */ + /* accessing a SoundActuator's sound results in a crash if aud is not initialized... */ { PyObject *mod= PyImport_ImportModuleLevel((char *)"aud", NULL, NULL, NULL, 0); Py_DECREF(mod); diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 74a0abe526d..17ef358a4e5 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -1889,7 +1889,7 @@ bool KX_Scene::MergeScene(KX_Scene *other) other->GetLightList()->ReleaseAndRemoveAll(); #ifdef USE_BULLET - if(env) /* bullet scene? - dummy scenes dont need touching */ + if(env) /* bullet scene? - dummy scenes don't need touching */ env->MergeEnvironment(env_other); #endif @@ -1910,7 +1910,7 @@ bool KX_Scene::MergeScene(KX_Scene *other) if(evtmgr_other) /* unlikely but possible one scene has a joystick and not the other */ evtmgr_other->Replace_LogicManager(logicmgr); - /* when merging objects sensors are moved across into the new manager, dont need to do this here */ + /* when merging objects sensors are moved across into the new manager, don't need to do this here */ } /* grab any timer properties from the other scene */ @@ -2271,7 +2271,7 @@ KX_PYMETHODDEF_DOC(KX_Scene, addObject, SCA_IObject* replica = AddReplicaObject((SCA_IObject*)ob, other, time); // release here because AddReplicaObject AddRef's - // the object is added to the scene so we dont want python to own a reference + // the object is added to the scene so we don't want python to own a reference replica->Release(); return replica->GetProxy(); } |